Cleaned up UI i think

This commit is contained in:
frutescens 2024-09-28 10:01:50 -07:00
parent 514055dcd8
commit 0251975389
2 changed files with 21 additions and 11 deletions

View File

@ -110,7 +110,7 @@ export interface EnemyPartyConfig {
countAsSeen?: boolean;
}
export function getMysteryEncounterKey(encounter: MysteryEncounterType): string {
export function getMysteryEncounterKey(encounter: MysteryEncounterType | -1): string {
const key = "mysteryEncounter:";
switch (encounter) {
case MysteryEncounterType.MYSTERIOUS_CHALLENGERS:

View File

@ -24,6 +24,7 @@ import { Species } from "#enums/species";
import { PlayerGender } from "#enums/player-gender";
import { SettingKeyboard } from "#app/system/settings/settings-keyboard";
import { getBiomeName } from "#app/data/biomes";
import { getMysteryEncounterKey } from "#app/data/mystery-encounters/utils/encounter-phase-utils";
/**
* RunInfoUiMode indicates possible overlays of RunInfoUiHandler.
@ -74,6 +75,7 @@ export default class RunInfoUiHandler extends UiHandler {
// The import of the modifiersModule is loaded here to sidestep async/await issues.
this.modifiersModule = Modifier;
this.runContainer.setVisible(false);
this.scene.loadImage("encounter_exclaim", "mystery-encounters");
}
/**
@ -250,7 +252,7 @@ export default class RunInfoUiHandler extends UiHandler {
const enemyContainer = this.scene.add.container(0, 0);
// Wild - Single and Doubles
if (this.runInfo.battleType === BattleType.WILD || (this.runInfo.battleType === BattleType.MYSTERY_ENCOUNTER && !this.runInfo.trainer)) {
if (this.runInfo.battleType === BattleType.WILD) {
switch (this.runInfo.enemyParty.length) {
case 1:
// Wild - Singles
@ -261,7 +263,7 @@ export default class RunInfoUiHandler extends UiHandler {
this.parseWildDoubleDefeat(enemyContainer);
break;
}
} else if (this.runInfo.battleType === BattleType.TRAINER || (this.runInfo.battleType === BattleType.MYSTERY_ENCOUNTER && this.runInfo.trainer)) {
} else if (this.runInfo.battleType === BattleType.TRAINER) {
this.loadTrainerSprites(enemyContainer);
const row_limit = 3;
this.runInfo.enemyParty.forEach((p, i) => {
@ -281,11 +283,25 @@ export default class RunInfoUiHandler extends UiHandler {
}
const boxString = i18next.t(trainerObj.variant !== TrainerVariant.DOUBLE ? "battle:trainerAppeared" : "battle:trainerAppearedDouble", { trainerName: trainerName }).replace(/\n/g, " ");
const descContainer = this.scene.add.container(0, 0);
this.provideDesc(descContainer, boxString);
const textBox = addTextObject(this.scene, 0, 0, boxString, TextStyle.WINDOW, { fontSize : "35px", wordWrap: {width: 150} });
descContainer.add(textBox);
descContainer.setPosition(52, 38);
this.runResultContainer.add(descContainer);
} else if (this.runInfo.battleType === BattleType.MYSTERY_ENCOUNTER) {
console.log(this.runInfo.mysteryEncounterType);
const encounterExclaim = this.scene.add.sprite(0, 0, "encounter_exclaim");
encounterExclaim.setPosition(34, 26);
encounterExclaim.setScale(0.65);
const subSprite = this.scene.add.sprite(56, -106, "pkmn__sub");
subSprite.setScale(0.65);
subSprite.setPosition(34, 46);
this.runResultContainer.add([encounterExclaim, subSprite]);
const mysteryEncounterTitle = i18next.t(getMysteryEncounterKey(this.runInfo.mysteryEncounterType)+".title");
console.log(mysteryEncounterTitle);
const descContainer = this.scene.add.container(0, 0);
const textBox = addTextObject(this.scene, 0, 0, mysteryEncounterTitle, TextStyle.WINDOW, { fontSize : "45px", wordWrap: {width: 150} });
descContainer.add(textBox);
descContainer.setPosition(47, 36);
this.runResultContainer.add([encounterExclaim, subSprite, descContainer]);
}
this.runResultContainer.add(enemyContainer);
this.runResultContainer.add(runStatusText);
@ -442,12 +458,6 @@ export default class RunInfoUiHandler extends UiHandler {
enemyContainer.add(enemyPartyContainer);
}
provideDesc(descContainer: Phaser.GameObjects.Container, desc: string) {
const textBox = addTextObject(this.scene, 0, 0, desc, TextStyle.MESSAGE, { fontSize : "35px", wordWrap: {width: 150} });
console.log(textBox.width);
descContainer.add(textBox);
}
/**
* Shows information about the run like the run's mode, duration, luck, money, and player held items
* The values for luck and money are from the end of the run, not the player's luck at the start of the run.